Extract
11-20-2010, 11:31 AM
http://img219.imageshack.us/img219/5598/title0.gif
Table of Content
Introduction
Hero Details
Skill Build
Item Build
Gameplay
Introduction
So, this is the guide to Kraken. As of the moment of me writing this guide, Kraken is a hero terribly misunderstood by most of the HoN community for some reason. Seriously, even from all the competitive Kraken games I've seen (around 4, I think), only once I've seen a Kraken going for a good build.
In writing this guide, I hope to enlighten some of the Kraken players, and perhaps see a day when most people actually play him as he should be played.
Anyway, I'll go on to the hero details right away...
Hero Details
Pros/Cons
Pros
-Incredibly strong early game, very strong late game, scales to late game.
-Awesome farmer.
-Big teamfight presence (if played right).
-Unique hero role.
-Fun hero to play
Cons
-Requires a lot of experience to play efficiently.
-Very, very item reliant.
-Clumsy hero (just as that).
-A misunderstood hero, so some stupid teammates may often flame you for farming instead of <Input X>.
Hero Stats
Str - 22 (+3)
Agi - 15 (+1.5)
Int - 16 (+1.7)
High enough early stats, combined with items, make Kraken into a very strong early-game hero. With an early shield, you can see his health merely moving from enemy harass.
With his stat gain, you can expect him having an incredible base health pool, on the par with the strongest tanks in the game.
Hero Role
Now, this right here is the tricky part.
Before I continue, I want to say that most of the community has absolutely no idea what role Kraken has. I see him build as an ganker-initiator, as a pure tank, and even sometimes as (bah, that's just disgusting) as a hybrid tank/support.
The truth to the matter is, Kraken has some potential in many different aspects. That generally confuses the player, sometimes making him do some stupid item, or even skill decisions. Hell, even the fact Ghost Marchers is in his recommended, while Steamboots are not, doesn't help.
The role Kraken has the most potential in, however, is a hybrid Physical-Tank/Carry.
Of course, you could always build him as a ganker, initiator, or pure tank. But that would be the same as building a carry Slither - it can be done, but it's just... wrong.
The real flavor in playing a Kraken, is that even if for some reason his early game isn't amazing (lots of ganks, losing all runes to opposing mid), he can always be played as a great tank and teamfight hero. His skills.. ok, ok, mainly his ulti, is a good enough tool to stay somewhat useful in any teamfight.
Hero Skills
Torrent
http://www.heroesofnewerth.com/images/heroes/17/ability1_128.jpg
Type: Magic
Range: 700
Cast Time: 0.7 Seconds
Mana Cost: 120
Cooldown: 12.0 Seconds
Required Level: 1 / 3 / 5 / 7
Kraken conjures a surge of seawater, drowning an enemy. Deals damage, slows, and reduces armor.
Activation
Deals 110 / 160 / 210 / 260 Magic damage and applies Torrent to the target for 3 seconds.
Torrent Effects
-2 / -3 / -4 / -5 Armor
30% Movement Slow
Torrent is Krakens main nuke, which scales throughout the game.
First, it is a long ranged nuke. This is useful mainly at early game, to deal some extra damage.
Second, it's also as slow, and a static one at that. This will both help you with ganking, focusin a target during teamfights, and slowing individual people to hit your ulti on them.
And last, it also reduces the target's armor. This is a nice bunus to the other effects of this ability, and scales pretty well with your Splash (and auto-attacks, of course).
Tsunami Charge
http://www.heroesofnewerth.com/images/heroes/17/ability2_128.jpg
Type: Magic
Range: 800
Cast Time: 0.1 Seconds
Mana Cost: 110
Cooldown: 14.0 / 13.0 / 12.0 / 11.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Charges 800 units in the targeted direction.
Deals 60 / 90 / 120 / 150 Magic damage in a 200 AoE to all enemy units he charges past. On collision with an enemy hero, that hero is picked up and carried along with Kraken.
When he hits a cliff, building, or tree he stops charging. If he is carrying an enemy hero, that hero is stunned for 1 / 1.33 / 1.66 / 2 seconds and takes an additional 50 / 100 / 150 / 200 Magical damage.
This ability is useful in many different situations.
First, it is a great movement tool. You can use it to chase enemies too far ahead, or to escape. The range is static, so even 1 level in this skill would do enough. Be wary though, for you can cont use this as a movement enhancer in areas which are not completely open. You'd bump into a tree/cliff/other bullsh*t.
The second use of this ability is, naturally, damaging and stunning an enemy. However, from my experience, it's nearly f**king impossible to get into a position to charge and enemy, without him being snared in any way. So, in this form of use, this is mainly a follow-up for your ulti (or the stuns of your teammates).
Lastly, this is a great tool to disposition enemy heroes. For example, if there is a teamfight starting, and you see a Voodoo Jester running towards the mix to throw in a cocktail, rush him 800 units back away from the teamfight, and smash this little f**ker. Support heroes drop pretty quickly to Kraken. He'd have to turn back and try to escape.
Splash
http://www.heroesofnewerth.com/images/heroes/17/ability3_128.jpg
Passive
Cooldown: 11.0 / 10.0 / 9.0 / 8.0 Seconds
Required Level: 1 / 3 / 5 / 7
On Attack
Deals 30 / 50 / 70 / 90 bonus Physical damage to targets in a 325 radius and an additional 30 / 50 / 70 / 90 Physical damage to targets in a 200 radius.
Attacking will reduce cooldown by 1 second.
So basically, this is Kraken's bread and butter ability. It's a mana free 180 damage physical nuke at level 4. Sounds sweet? Indeed it is.
This ability has a short cooldown, and every auto-attack decreases it. This has three main uses:
First, this is a great last hitting tool. Even at level 1, this ability will make you easily last-hit every enemy creep. At level 2, you can start safely last-hitting creeps from distance, by hitting their neighbors, with your AoE 100 damage.
Second, this is the most awesome Jungling tool you can ask for. You simply damage all the creep camp with a mana free nuke. This greatly helps you jungle, especially if the good supporters stacked some camps for you.
Third, it can harass enemy melee heroes on the lane, if they come in range.
Last but not least, this is definitely a huge boost to your damage, espcially early-mid game. You'll be seeing supporters lose 1/3 of their HP just from one splash hit by you. Crazy. This is also one of the abilities which helps you carry.
Release the Kraken!
http://www.heroesofnewerth.com/images/heroes/17/ability4_128.jpg
Type: SuperiorMagic
Range: 600
Radius: 300
Mana Cost: 150
Cooldown: 110.0 / 100.0 / 90.0 Seconds
Required Level: 6 / 11 / 16
Activation
After a delay of 1 second a 300 radius whirlpool spawns, dealing 40 / 50 / 70 Magic damage per second, slowing by 50%, and pulling units towards the center with a force of 100 / 125 / 150. Any enemies who reach the center are dealt 200 / 300 / 400 Magic damage and are stunned for 1.5 / 1.75 / 2 seconds.
Lasts 3 / 4 / 5 seconds. Grants 200 day and night clearvision around the whirlpool while active.
The trademark ability of Davy Jo... ehhh, I meant of Kraken, is his incredibly powerful ultimate.
This ability is useful in any situation you may think of:
Ganking a hero? Use it.
Want to rape the enemy lane? Use it.
Teamfight? Use it.
Need vision of an escaping hero who hides in a small tree cluster? Use it.
Fishing? Use it, it pulls them fishes in.
It has even some secret (http://channelate.com/comics/2010-04-02-kraken.jpg) uses (http://img816.imageshack.us/img816/6981/honkrakenbyhliziazx.jpg).
This ultimate is a Superior Magic one, so that Predator isn't escaping it.
The only thing to note about this ultimate, is that it requires alot of good judgment and expirience playing Kraken to place it well during teamfights.
And I really mean the following: It is really easy to misplace this ultimate, and if you do misplace it in a teamfight, consider it a total waste of ultimate as well as probably a waste of lives - his ulti has huge impact on a teamfight, and makes a great difference, depending on the placement.
Skill Builds
First thing to note is, always max Splash first. This ability is just as important to Kraken as Mana Combustion is to Magebane. Even more, actually, since this ability is Krakens main farm, damage and harass ability at once.
Torrent Build
Splash (1)
Torrent (1)
Splash (2)
Torrent (2)
Splash (3)
Release the Kraken! (1)
Splash (4)
Torrent (3)
uTorrent (4)
Tsunami Charge (1)
Release the Kraken!! (2)
Tsunami Charge (2)
Tsunami Charge (3)
Tsunami Charge (4)
Stats (1)
Release the Kraken!!! (3)
Stats (2-10)
This build is focused on maxing Torrent first. Why? Because in your lane, you're unlikely to ever hit a Charge unless your lane partner is a double disabler (see :witc:,:poll:.. ). And by level 6, you simply wont have enough mana to use all 3 of your abilities (ulti included). So, you just max Torrent. This, combined with Splash, is enough to win a lane. I'm not even talking about the time you get your ulti..
Note: This is the only viable mid lane build.
Hybrid Build
Splash (1)
Torrent (1)
Splash (2)
Tsunami Charge (1)
Splash (3)
Release the Kraken! (1)
Splash (4)
Torrent / Tsunami Charge (2)
Torrent / Tsunami Charge (3)
Torrent / Tsunami Charge (4)
Release the Kraken!! (2)
Tsunami Charge / Torrent (2)
Tsunami Charge / Torrent (3)
Tsunami Charge / Torrent (4)
Stats (1)
Release the Kraken!!!1!! (3)
Stats (2-10)
You build your Kraken this way, if you think you might have to escape from your lane. This build naturally has lower damage per mana than the pure Torrent one, but to be honest, early nukes dont do much anyway - the main damage comes from Splash.
You might just get that level 1 charge, and proceed to max Torrent, simply having an escape tool at hand.
Item Builds
Starting Items
:LoggersHatchet:, :RunesOfTheBlight:x3, :MinorTotem:x2
The first item build you can try is this. The total 9 runes of blight are going to keep you alive long enough, and the Hatcher will allow you to last-hit between your Splashes, even with your crappy attack animation.
:LoggersHatchet::IronBuckler::RunesOfTheBlight:
The shield is going to make you practically unharassable on a lane, so the runes of blight are sufficient to keep you alive at the start.
This is the best item set to go mid with.
:MinorTotem:x2,:MarkOfTheNovice: ,:CrushingClaws:, :RunesOfTheBlight:x2
Some people like getting the chalice early. I dont, but I can't rule out this item build. If you want chalice as a first item do it.
:LoggersHatchet: ,:CrushingClaws:, :RunesOfTheBlight:x2
As above, just replace some of the items to get a hatchet first.
Core Items
http://www.heroesofnewerth.com/images/items/Item_Steamboots.jpg
The only boots you should get are those. Kraken has 310 base movement speed, 2 slows and a charge - so he doesn't need Ghost Marchers for ganks or escape. The damage isn't worth it as well.
With Steamboots, you get 2 important things:
10 STR, which are both 190 HP and 10 damage. That's alot of HP.
25 Attack speed, which scales with your Splash.
http://www.heroesofnewerth.com/images/items/Item_Bottle.jpg
NOTE: ONLY VIABLE IF YOU'RE MID
If you go mid, and the enemy hero gets a bottle, you're only chance to stay on the lane is get one as well. Cause you can't efficiently interrupt his bottle drinking, and 405 HP (+210 mana) is just too much for you to overcome.
http://www.heroesofnewerth.com/images/items/Item_Shield2.jpg
This item is what you mostly go right after the boots.
This helm will make you nearly unkillable during the first 20 minutes.
You ever seen a Gladiator getting an early HoTBL? Well, the effect on Kraken is the same.
Plus, this item will allow you to stay in the jungle as much as you want, and Kraken is one of the best junglers (not early game ofc) due to his Splash.
http://www.heroesofnewerth.com/images/items/Item_BloodChalice.jpg
I listed this item after HoTBL, because this is the best time to go for it. Before you get HoTBL, Kraken isn't supposed to leave the lane, thus you shouldn't be wasting too much mana other than for 1 lane-winning fight if needed. Plus, if you get it b4 HoTBL, it'd make you both weaker as you lose 150 HP, and you'd get HoTBL later, which is very bad by itself.
However, if you get it after HoTBL, this item would allow you to use your skills freely, without worrying about your mana running out before the next fight.
http://www.heroesofnewerth.com/images/items/Item_DaemonicBreastplate.jpg
I've played the reworked Kraken for a long time. He even made his way to my top 5 played today (the moment I write this). And during all my games as Kraken, I've come to the clear conclusion this is the one best item for him. Just every little aspect in this item scales with Kraken.
Attack Speed - Scales with Splash.
Armor - Scales with physical tankiness.
Negative Armor - Scales with Splash again.
This is the very item which allows Kraken to undertake the role I mentioned earlier (Tank/Carry), and succeed.
With all the bonuses of this item, Kraken can go toe-to-toe with another carry and win the fight.
In short, this item is core on Kraken.
Late Game Items
http://www.heroesofnewerth.com/images/items/Item_Freeze.jpg
If the game goes on, and you've already gotten your Breastplate, start working on this item, since you're going to need it.
This item gives you every possible bonus you can get, so I'll recap it all:
-Slightly more damage
-With this item, you'll have 3200+ HP (if you get it by the order in this item list).
-Mana pool sufficient to finally stop worrying about it completely, and spam your skills.
-Your Torrent applies a total of 51% for 3 seconds, so nobody can escape your ulti if you use it on them (blinkers, Andro and tablet excluded).
-You can go 1v1 with enemy carries and slow them, with 20% of their AS. That's a huge changer.
-You finally dont rely only on your Torrent to slow, and are able to chase targets just with auto-attacks.
-25 Agi, which is a bit armor, and 25 Attack speed.
Hope this explains why I always get it right after Breastplate.
Super-Late Game Items
http://i55.tinypic.com/wtit4x.jpg
If the game goes ridiculously long, you're gonna need some pure damage to stay competent as a carry. Get this item, cause at that point, it increases your DPS alot.
http://www.heroesofnewerth.com/images/items/Item_Weapon3.jpg
Same idea as Riftshards, but in the case of enemy carry going for :Wingbow:.
HERP
http://www.heroesofnewerth.com/images/items/Item_Damage9.jpg
DERP
Table of Content
Introduction
Hero Details
Skill Build
Item Build
Gameplay
Introduction
So, this is the guide to Kraken. As of the moment of me writing this guide, Kraken is a hero terribly misunderstood by most of the HoN community for some reason. Seriously, even from all the competitive Kraken games I've seen (around 4, I think), only once I've seen a Kraken going for a good build.
In writing this guide, I hope to enlighten some of the Kraken players, and perhaps see a day when most people actually play him as he should be played.
Anyway, I'll go on to the hero details right away...
Hero Details
Pros/Cons
Pros
-Incredibly strong early game, very strong late game, scales to late game.
-Awesome farmer.
-Big teamfight presence (if played right).
-Unique hero role.
-Fun hero to play
Cons
-Requires a lot of experience to play efficiently.
-Very, very item reliant.
-Clumsy hero (just as that).
-A misunderstood hero, so some stupid teammates may often flame you for farming instead of <Input X>.
Hero Stats
Str - 22 (+3)
Agi - 15 (+1.5)
Int - 16 (+1.7)
High enough early stats, combined with items, make Kraken into a very strong early-game hero. With an early shield, you can see his health merely moving from enemy harass.
With his stat gain, you can expect him having an incredible base health pool, on the par with the strongest tanks in the game.
Hero Role
Now, this right here is the tricky part.
Before I continue, I want to say that most of the community has absolutely no idea what role Kraken has. I see him build as an ganker-initiator, as a pure tank, and even sometimes as (bah, that's just disgusting) as a hybrid tank/support.
The truth to the matter is, Kraken has some potential in many different aspects. That generally confuses the player, sometimes making him do some stupid item, or even skill decisions. Hell, even the fact Ghost Marchers is in his recommended, while Steamboots are not, doesn't help.
The role Kraken has the most potential in, however, is a hybrid Physical-Tank/Carry.
Of course, you could always build him as a ganker, initiator, or pure tank. But that would be the same as building a carry Slither - it can be done, but it's just... wrong.
The real flavor in playing a Kraken, is that even if for some reason his early game isn't amazing (lots of ganks, losing all runes to opposing mid), he can always be played as a great tank and teamfight hero. His skills.. ok, ok, mainly his ulti, is a good enough tool to stay somewhat useful in any teamfight.
Hero Skills
Torrent
http://www.heroesofnewerth.com/images/heroes/17/ability1_128.jpg
Type: Magic
Range: 700
Cast Time: 0.7 Seconds
Mana Cost: 120
Cooldown: 12.0 Seconds
Required Level: 1 / 3 / 5 / 7
Kraken conjures a surge of seawater, drowning an enemy. Deals damage, slows, and reduces armor.
Activation
Deals 110 / 160 / 210 / 260 Magic damage and applies Torrent to the target for 3 seconds.
Torrent Effects
-2 / -3 / -4 / -5 Armor
30% Movement Slow
Torrent is Krakens main nuke, which scales throughout the game.
First, it is a long ranged nuke. This is useful mainly at early game, to deal some extra damage.
Second, it's also as slow, and a static one at that. This will both help you with ganking, focusin a target during teamfights, and slowing individual people to hit your ulti on them.
And last, it also reduces the target's armor. This is a nice bunus to the other effects of this ability, and scales pretty well with your Splash (and auto-attacks, of course).
Tsunami Charge
http://www.heroesofnewerth.com/images/heroes/17/ability2_128.jpg
Type: Magic
Range: 800
Cast Time: 0.1 Seconds
Mana Cost: 110
Cooldown: 14.0 / 13.0 / 12.0 / 11.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Charges 800 units in the targeted direction.
Deals 60 / 90 / 120 / 150 Magic damage in a 200 AoE to all enemy units he charges past. On collision with an enemy hero, that hero is picked up and carried along with Kraken.
When he hits a cliff, building, or tree he stops charging. If he is carrying an enemy hero, that hero is stunned for 1 / 1.33 / 1.66 / 2 seconds and takes an additional 50 / 100 / 150 / 200 Magical damage.
This ability is useful in many different situations.
First, it is a great movement tool. You can use it to chase enemies too far ahead, or to escape. The range is static, so even 1 level in this skill would do enough. Be wary though, for you can cont use this as a movement enhancer in areas which are not completely open. You'd bump into a tree/cliff/other bullsh*t.
The second use of this ability is, naturally, damaging and stunning an enemy. However, from my experience, it's nearly f**king impossible to get into a position to charge and enemy, without him being snared in any way. So, in this form of use, this is mainly a follow-up for your ulti (or the stuns of your teammates).
Lastly, this is a great tool to disposition enemy heroes. For example, if there is a teamfight starting, and you see a Voodoo Jester running towards the mix to throw in a cocktail, rush him 800 units back away from the teamfight, and smash this little f**ker. Support heroes drop pretty quickly to Kraken. He'd have to turn back and try to escape.
Splash
http://www.heroesofnewerth.com/images/heroes/17/ability3_128.jpg
Passive
Cooldown: 11.0 / 10.0 / 9.0 / 8.0 Seconds
Required Level: 1 / 3 / 5 / 7
On Attack
Deals 30 / 50 / 70 / 90 bonus Physical damage to targets in a 325 radius and an additional 30 / 50 / 70 / 90 Physical damage to targets in a 200 radius.
Attacking will reduce cooldown by 1 second.
So basically, this is Kraken's bread and butter ability. It's a mana free 180 damage physical nuke at level 4. Sounds sweet? Indeed it is.
This ability has a short cooldown, and every auto-attack decreases it. This has three main uses:
First, this is a great last hitting tool. Even at level 1, this ability will make you easily last-hit every enemy creep. At level 2, you can start safely last-hitting creeps from distance, by hitting their neighbors, with your AoE 100 damage.
Second, this is the most awesome Jungling tool you can ask for. You simply damage all the creep camp with a mana free nuke. This greatly helps you jungle, especially if the good supporters stacked some camps for you.
Third, it can harass enemy melee heroes on the lane, if they come in range.
Last but not least, this is definitely a huge boost to your damage, espcially early-mid game. You'll be seeing supporters lose 1/3 of their HP just from one splash hit by you. Crazy. This is also one of the abilities which helps you carry.
Release the Kraken!
http://www.heroesofnewerth.com/images/heroes/17/ability4_128.jpg
Type: SuperiorMagic
Range: 600
Radius: 300
Mana Cost: 150
Cooldown: 110.0 / 100.0 / 90.0 Seconds
Required Level: 6 / 11 / 16
Activation
After a delay of 1 second a 300 radius whirlpool spawns, dealing 40 / 50 / 70 Magic damage per second, slowing by 50%, and pulling units towards the center with a force of 100 / 125 / 150. Any enemies who reach the center are dealt 200 / 300 / 400 Magic damage and are stunned for 1.5 / 1.75 / 2 seconds.
Lasts 3 / 4 / 5 seconds. Grants 200 day and night clearvision around the whirlpool while active.
The trademark ability of Davy Jo... ehhh, I meant of Kraken, is his incredibly powerful ultimate.
This ability is useful in any situation you may think of:
Ganking a hero? Use it.
Want to rape the enemy lane? Use it.
Teamfight? Use it.
Need vision of an escaping hero who hides in a small tree cluster? Use it.
Fishing? Use it, it pulls them fishes in.
It has even some secret (http://channelate.com/comics/2010-04-02-kraken.jpg) uses (http://img816.imageshack.us/img816/6981/honkrakenbyhliziazx.jpg).
This ultimate is a Superior Magic one, so that Predator isn't escaping it.
The only thing to note about this ultimate, is that it requires alot of good judgment and expirience playing Kraken to place it well during teamfights.
And I really mean the following: It is really easy to misplace this ultimate, and if you do misplace it in a teamfight, consider it a total waste of ultimate as well as probably a waste of lives - his ulti has huge impact on a teamfight, and makes a great difference, depending on the placement.
Skill Builds
First thing to note is, always max Splash first. This ability is just as important to Kraken as Mana Combustion is to Magebane. Even more, actually, since this ability is Krakens main farm, damage and harass ability at once.
Torrent Build
Splash (1)
Torrent (1)
Splash (2)
Torrent (2)
Splash (3)
Release the Kraken! (1)
Splash (4)
Torrent (3)
uTorrent (4)
Tsunami Charge (1)
Release the Kraken!! (2)
Tsunami Charge (2)
Tsunami Charge (3)
Tsunami Charge (4)
Stats (1)
Release the Kraken!!! (3)
Stats (2-10)
This build is focused on maxing Torrent first. Why? Because in your lane, you're unlikely to ever hit a Charge unless your lane partner is a double disabler (see :witc:,:poll:.. ). And by level 6, you simply wont have enough mana to use all 3 of your abilities (ulti included). So, you just max Torrent. This, combined with Splash, is enough to win a lane. I'm not even talking about the time you get your ulti..
Note: This is the only viable mid lane build.
Hybrid Build
Splash (1)
Torrent (1)
Splash (2)
Tsunami Charge (1)
Splash (3)
Release the Kraken! (1)
Splash (4)
Torrent / Tsunami Charge (2)
Torrent / Tsunami Charge (3)
Torrent / Tsunami Charge (4)
Release the Kraken!! (2)
Tsunami Charge / Torrent (2)
Tsunami Charge / Torrent (3)
Tsunami Charge / Torrent (4)
Stats (1)
Release the Kraken!!!1!! (3)
Stats (2-10)
You build your Kraken this way, if you think you might have to escape from your lane. This build naturally has lower damage per mana than the pure Torrent one, but to be honest, early nukes dont do much anyway - the main damage comes from Splash.
You might just get that level 1 charge, and proceed to max Torrent, simply having an escape tool at hand.
Item Builds
Starting Items
:LoggersHatchet:, :RunesOfTheBlight:x3, :MinorTotem:x2
The first item build you can try is this. The total 9 runes of blight are going to keep you alive long enough, and the Hatcher will allow you to last-hit between your Splashes, even with your crappy attack animation.
:LoggersHatchet::IronBuckler::RunesOfTheBlight:
The shield is going to make you practically unharassable on a lane, so the runes of blight are sufficient to keep you alive at the start.
This is the best item set to go mid with.
:MinorTotem:x2,:MarkOfTheNovice: ,:CrushingClaws:, :RunesOfTheBlight:x2
Some people like getting the chalice early. I dont, but I can't rule out this item build. If you want chalice as a first item do it.
:LoggersHatchet: ,:CrushingClaws:, :RunesOfTheBlight:x2
As above, just replace some of the items to get a hatchet first.
Core Items
http://www.heroesofnewerth.com/images/items/Item_Steamboots.jpg
The only boots you should get are those. Kraken has 310 base movement speed, 2 slows and a charge - so he doesn't need Ghost Marchers for ganks or escape. The damage isn't worth it as well.
With Steamboots, you get 2 important things:
10 STR, which are both 190 HP and 10 damage. That's alot of HP.
25 Attack speed, which scales with your Splash.
http://www.heroesofnewerth.com/images/items/Item_Bottle.jpg
NOTE: ONLY VIABLE IF YOU'RE MID
If you go mid, and the enemy hero gets a bottle, you're only chance to stay on the lane is get one as well. Cause you can't efficiently interrupt his bottle drinking, and 405 HP (+210 mana) is just too much for you to overcome.
http://www.heroesofnewerth.com/images/items/Item_Shield2.jpg
This item is what you mostly go right after the boots.
This helm will make you nearly unkillable during the first 20 minutes.
You ever seen a Gladiator getting an early HoTBL? Well, the effect on Kraken is the same.
Plus, this item will allow you to stay in the jungle as much as you want, and Kraken is one of the best junglers (not early game ofc) due to his Splash.
http://www.heroesofnewerth.com/images/items/Item_BloodChalice.jpg
I listed this item after HoTBL, because this is the best time to go for it. Before you get HoTBL, Kraken isn't supposed to leave the lane, thus you shouldn't be wasting too much mana other than for 1 lane-winning fight if needed. Plus, if you get it b4 HoTBL, it'd make you both weaker as you lose 150 HP, and you'd get HoTBL later, which is very bad by itself.
However, if you get it after HoTBL, this item would allow you to use your skills freely, without worrying about your mana running out before the next fight.
http://www.heroesofnewerth.com/images/items/Item_DaemonicBreastplate.jpg
I've played the reworked Kraken for a long time. He even made his way to my top 5 played today (the moment I write this). And during all my games as Kraken, I've come to the clear conclusion this is the one best item for him. Just every little aspect in this item scales with Kraken.
Attack Speed - Scales with Splash.
Armor - Scales with physical tankiness.
Negative Armor - Scales with Splash again.
This is the very item which allows Kraken to undertake the role I mentioned earlier (Tank/Carry), and succeed.
With all the bonuses of this item, Kraken can go toe-to-toe with another carry and win the fight.
In short, this item is core on Kraken.
Late Game Items
http://www.heroesofnewerth.com/images/items/Item_Freeze.jpg
If the game goes on, and you've already gotten your Breastplate, start working on this item, since you're going to need it.
This item gives you every possible bonus you can get, so I'll recap it all:
-Slightly more damage
-With this item, you'll have 3200+ HP (if you get it by the order in this item list).
-Mana pool sufficient to finally stop worrying about it completely, and spam your skills.
-Your Torrent applies a total of 51% for 3 seconds, so nobody can escape your ulti if you use it on them (blinkers, Andro and tablet excluded).
-You can go 1v1 with enemy carries and slow them, with 20% of their AS. That's a huge changer.
-You finally dont rely only on your Torrent to slow, and are able to chase targets just with auto-attacks.
-25 Agi, which is a bit armor, and 25 Attack speed.
Hope this explains why I always get it right after Breastplate.
Super-Late Game Items
http://i55.tinypic.com/wtit4x.jpg
If the game goes ridiculously long, you're gonna need some pure damage to stay competent as a carry. Get this item, cause at that point, it increases your DPS alot.
http://www.heroesofnewerth.com/images/items/Item_Weapon3.jpg
Same idea as Riftshards, but in the case of enemy carry going for :Wingbow:.
HERP
http://www.heroesofnewerth.com/images/items/Item_Damage9.jpg
DERP